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___ > ## Phase Zero Dark Trooper >*Medium Humanoid, Unaligned* > ___ > - **Armor Class** AC 16 > - **Hit Points** Hitpoints > - **Speed** 30ft WalkingSpeed >___ >|STR 15|DEX 16|CON 16|INT 14|WIS 12|CHA 11| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str +2|Dex +3|Con +3|Int +2|Wis +1|Cha +0| >___ > - **Saving Throws** > - **Skills** Acrobatics +5 > - **Damage Vulnerabilities** Ion > - **Damage Resistances** Poison, Necrotic > - **Damage Immunities** N/A > - **Condition Immunities** N/A > - **Senses** 60ft Darkvision, Passive Perception 14 > - **Languages** Galactic Basic, One Other > - **Challenge** CR 3 PB 2 > ___ >***Circuitry:*** The Phase Zero Dark Trooper has disadvantage on saving throws against effects that would deal Ion or lightning damage. >***Jump Pack (Recharge 2):*** As a bonus action, the Phase Zero Dark Trooper can move double its movement speed, ignoring difficult terrain. > ### Actions > ***Multiattack.*** The Phase Zero Dark Trooper makes two weapon attacks with its Vibro Baton, Shotgun or Blaster Carbine. ***Vibro Baton*** +4 to hit, one target, 5ft, 11 (2d4+3) kinetic damage ***Shotgun*** +5 to hit, (30/120ft), one target,11 (2d4+3) kinetic damage ***Blaster Carbine*** +5 to hit, (60/240ft) one target, 7 (1d6+3) 1d6 energy damage > ***Blaster Volley*** (Recharge 5-6). The Phase Zero Dark Trooper a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save. ***Frag Grenade*** (1/day) The Dark Trooper throws a grenade choosing a point within 40ft, each creature within 10ft must make a DC12 dex, taking 14 2d6 on a failed save or half as much on a successful one. ___ > ## DT-Series Sentry Droid >*Medium Droid, Unaligned* > ___ > - **Armor Class** AC 16 (Armored Plating) > - **Hit Points** 80 > - **Speed** 30ft Walking Speed >___ >|STR 15|DEX 16|CON 14|INT 14|WIS 15|CHA 11| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str +2|Dex +3|Con +2|Int +2|Wis +2|Cha 0| >___ > - **Saving Throws** > - **Skills** Perception +4 > - **Damage Vulnerabilities** Ion > - **Damage Resistances** Necrotic, Poison, Psychic > - **Damage Immunities** N/A > - **Condition Immunities** Poison, Disease > - **Senses** 60ft Darkvision, Passive Perception 14 > - **Languages** Galactic Basic, Binary > - **Challenge** CR 4 PB 2 > ___ >***Circuitry*** The droid has disadvantage on saving throws against effects that would deal ion or lightning damage. ***Sentry Protocol*** If an DT-Series Sentry Droid is damaged, any DT-Series Sentry Droid within 60 feet makes an Intelligence Check DC 12. On a success the droid (if not already engaged) will activate and move to assist the damaged Droid. This ping can only happen once per DT droid. > ### Actions > ***Multiattack.*** The DT-Series Sentry Droid makes two weapon attacks with its strike or Arm Blaster > ***Arm Blaster*** Ranged Weapon Attack +5, 60/240, one target. Hit: 6 (1d6+3) damage. ***Strike*** Melee Weapon Attack, +4 to hit, reach 5ft, one target, hit 8 (1d8+2) damage. ***Arm Blaster Volley*** (Recharge 5-6). The DT-Series Sentry Droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save. \pagebreakNum ___ > ## DT-2 Jedi Purge Droid >*Large Droid, Unaligned* > ___ > - **Armor Class** 17 (Armor Plating) > - **Hit Points** 120 > - **Speed** 25ft Walking >___ >|STR 17|DEX 16|CON 18|INT 14|WIS 11|CHA 8| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str +3|Dex +3|Con +4|Int +2|Wis 0|Cha -1| >___ > - **Saving Throws** > - **Skills** Athletics +5, Perception +4 > - **Damage Vulnerabilities** Ion > - **Damage Resistances** Necrotic, Poison, Psychic, Energy > - **Damage Immunities** N/A > - **Condition Immunities** Poison, Disease > - **Senses** 60ft Darkvision, Passive Perception 14 > - **Languages** Galactic Basic, Binary > - **Challenge** CR 7 PB 3 > ___ >***Circuitry*** The droid has disadvantage on saving throws against effects that would deal ion or lightning damage. > ***Cortosis Duranium Alloy*** The DT 2 is resistant to Energy Damage. ***Maglock Boots*** The DT 2 has advantage on saves made to resist being moved or knocked prone. > ### Actions >***Multiattack*** The DT-2 Can make two attacks with its Wrist mounted Energy blade or three with Missile Launcher >***Energy Blade*** Melee Weapon Attack, +5 to hit, one target, 1d6+3 damage ***Missile Launcher*** (Recharge 2) The Purge Trooper fires a micro concussion missile, dealing 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier), taking 1d6 kinetic damage on a failed save ***Reactionary Shield*** When engaged in melee combat, the Purge Trooper can activate a defensive energy shield. This adds a +2 to its AC until the start of its next turn. ___ > ## Phase One Dark Trooper >*Medium Droid, Unaligned* > ___ > - **Armor Class** AC 18 (Armor Plating+ Blast Shield) > - **Hit Points** 50 > - **Speed** 40ft >___ >|STR 17|DEX 16|CON 14|INT 14|WIS 11|CHA 8| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str +3|Dex +3|Con +2|Int +2|Wis +0|Cha -1| >___ > - **Saving Throws** > - **Skills** Athletics +5, Perception +4 > - **Damage Vulnerabilities** Ion* > - **Damage Resistances** Necrotic, Poison, Psychic, Energy*, Ion* > - **Damage Immunities** Poison, Disease > - **Condition Immunities** > - **Senses** Darkvision 60ft, Passive Perception 14 > - **Languages** Binary > - **Challenge** CR 4 PB 2 > ___ >***Circuitry*** The droid has disadvantage on saving throws against effects that would deal ion or lightning damage. This only works when the Phase One is at half health ***Phrik Skeleton*** The Phase One Dark Trooper is made of a phrik alloy skeleton, which gives it resistance to energy and Ion weapons until it is brought to half health, where its ion protection drops. > ### Actions >***Multiattack*** The Phase One Dark Trooper can make three melee attacks with its wrist blade or shield. >***Wrist Blade*** Melee Weapon Attack: +5, 5 feet, one target, 1d8+3 kinetic damage. >***Shield Bash*** +5 to hit, if it does the user must make a DC 15 Strength Saving throw or be knocked prone and deals 1d4 kinetic damage. \pagebreakNum ___ ___ > ## Phase Two Dark Trooper >*Medium Droid, unaligned* > ___ > - **Armor Class** 17 (Armor Plating) > - **Hit Points** 80 > - **Speed** 30ft >___ >|STR 18|DEX 16|CON 15|INT 13|WIS 11|CHA 0| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str +4|Dex +3|Con +2|Int +1|Wis 0|Cha -3| >___ > - **Saving Throws** > - **Skills** Athletics +5, Perception +5 > - **Damage Vulnerabilities** Ion* > - **Damage Resistances** Necrotic, Poison, Psychis, Energy*, Ion* > - **Damage Immunities** > - **Condition Immunities** Poison, disease > - **Senses** 120ft Darkvision, Passive Perception 15 > - **Languages** Galactic Basic, Binary > - **Challenge** CR 6 PB 3 > ___ >***Circuitry*** The droid has disadvantage on saving throws against effects that would deal ion or lightning damage. This only works when the Phase One is at half health ***Phrik Alloy Armor*** The Phase Two Dark Trooper is made of a phrik alloy skeleton, which gives it resistance to energy and Ion weapons until it is brought to half health, where its ion protection drops. > ### Actions >***Multiattack*** The Phase Two Dark Trooper can take three ranged attacks a round. >***Assault Cannon*** Range (80/320), +5 to hit, 1d10+3 Energy Damage, one target. >***Assault Cannon Barrage*** (Recharge 5-6). The Phase Two Dark Trooper sprays a 20-foot-cube area within normal range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save. ***Underslung Missile Launcher*** The Purge Trooper fires a micro concussion missile, dealing 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 15), taking 1d6 kinetic damage on a failed save >### Reactions >***Energy Shield*** (5/Day) The Phase Two Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC \pagebreakNum ___ ___ > ## Phase Three Darktrooper >*Large Droid, Unaligned* > ___ > - **Armor Class** 20 > - **Hit Points** 170 > - **Speed** 25ft walking, 25ft flying >___ >|STR 18|DEX 16|CON 15|INT 13|WIS 11|CHA 5| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str +4|Dex +3|Con +2|Int +1|Wis 0|Cha -3| >___ > - **Saving Throws** > - **Skills** skills > - **Damage Vulnerabilities** Ion* > - **Damage Resistances** Necrotic, Poison, Psychic, Energy*, Ion* > - **Damage Immunities** > - **Condition Immunities** Poison, Disease > - **Senses** Senses 120ft Darkvision, Passive Perception 15 > - **Languages** Galactic Basic, Binary > - **Challenge** CR 12 PB+4 > ___ >***Circuitry*** The droid has disadvantage on saving throws against effects that would deal ion or lightning damage. This only works when the Phase One is at half health ***Phrik Alloy Armor*** The Phase Three Dark Trooper is made of a phrik alloy skeleton, which gives it resistance to energy and Ion weapons until it is brought to half health, where its ion protection drops. ***Exoskeleton Capable*** The Phase Three Dark Trooper is designed to not only be used as a combat exoskeleton as well as a fully autonomous droid. If the Dark Trooper is being used as armor, the individual’s Str and Con mods are replaced by those of the suit. It also loses its condition and damage resistances that are not Energy* or Ion* and replaces them with the ones of the individual using it. >***Legendary Resistance*** (3/day) If the Phase Three Dark Trooper fails a save, it can choose to succeed instead. > ### Actions > ***Multiattack*** The Phase Three Darktrooper can make four Assault Cannon or strike attacks or two Shoulder Missile Launcher attacks. >***Assault Cannon*** Range (80/320), +5 to hit, 1d10+3 Energy Damage, one target. >Assault Cannon Barrage (Recharge 5-6). The Phase Three Dark Trooper sprays a 20-foot-cube area within normal range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save. >***Strike*** Melee Weapon Attack, +6 to hit, reach 5ft, one target, hit 8 (1d8+4) damage. >***Shoulder Missile Launcher*** The Dark Trooper fires a micro seeker missile, dealing 1d8 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 15), taking 1d6 kinetic damage on a failed save >***Shoulder Missile Barrage*** (Recharge 5-6)The Dark Trooper unleashes a salvo of micro missiles at a point within 240ft. Every creature within thirty feet of the point chosen must make a Dexterity saving throw (DC 15), taking 10d6 Kinetic Damage on a failed save or half as much on a successful one. ***Frag Grenade*** (5/day) The Dark Trooper throws a grenade choosing a point within 40ft, each creature within 10ft must make a DC12 dex, taking 14 2d6 on a failed save or half as much on a successful one.